Blender Principled Bsdf Emission Strength
The blender dev team have made an omission as many of you think and should add the emission strength to the shader.
Blender principled bsdf emission strength. Added emission strength to the principled bsdf node. I took the liberty of adding emission strength to the node. It works in eevee and cycles. Sun lights are specified in watts m 2 which require much smaller values like 1 w m 2.
The principled bsdf that combines multiple layers into a single easy to use node. People wanting a stronger strength are missing the point of a principled bsdf which is about modelling realism and less strengths can be got simply by reducing the light component of the principle colour white grey black or any other hue range you select. Light strength for point spot and area lights is specified in watts. The node currently felt incomplete without it requiring the user to add a color blend node set to multiply with a value in order to control emission strength a bit of a paper cut if you ask me.
This can be confusing but specifying strength in watts would not have been convenient. Emissions have no place in a principled bsdf and should be removed from an already over crowded shader. The principled bsdf had the awesome addition of emission and alpha unfortunately it was missing emission strength making it feel rather incomplete. The real sun for example has strength 384 6 10 24 w.
I added an emission strength value to the principled bsdf node. Instead you had to add a multiply node before connecting it to the emission color. Emission shaders on meshes are also in watts m 2. The patch can be found here.
My patch to add emission strength to the principled bsdf is complete and should be ready to land. The node currently felt incomplete without it requiring the user to add a color blend node set to multiply with a value in order to control emission strength a bit of a paper cut if you ask me. I added an emission strength value to the principled bsdf node.